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- https://www.bilibili.com/video/BV1YK4y1T7yY
- Introduction and Overview
高质量实时渲染
- Real-Time High Quality Rendering
- Real-Time
- High Quality
- Rendering
高质量实时渲染概念
Real-Time
- 一般:30 FPS
- 虚拟现实 / 增强现实
- Virtual / Augmented Reality
- VR / AR
- 90 FPS
- Interactivity:可以接受的交互速度
- 互动性
- Each frame generated on the fly
High Quality
Rendering
话题
- 实时阴影/环境光照
- 实时全局光照
- Global Illum. (Scene/image space, precomputed)
- 实时高质量着色
- 实时光线追踪
- 参与介质渲染
- Participating Media Rendering
- 非真实感渲染
- Non-Photorealistic Rendering
- 艺术效果
- 反走样与超采样
- Antialiasing and supersampling
- TAA:时间上的反走样
- DLSS:深度学习方法超采样
- TAAU
- 游戏引擎
- 工程性的东西
- 实时渲染很大程度上是由游戏需求推动的
不会涉及的内容
- 建模与引擎使用
- 离线渲染
- neural rendering
- 神经网络
- 做不到 high quality
- 做不到 real-time
- scene / shader 优化
- shader 逆向工程
- 高性能计算
科学与技术
- science != technology
- Real-time rendering = fast & approximate offline rendering +
systematic engineering
- 实时渲染的技术:工业界远高于学术界
Computer Graphics is AWESOME!
实时渲染的动机
- photorealistic images
- 离线渲染很慢
- 实时渲染做一些近似,得到可以接受的结果
- With proper approximations, we can generate plausible results but
runs much faster
实时渲染的发展史
- Interactive 3D graphics pipeline as in
OpenGL
- Earliest SGI machines (Clark 82) to today
- Most of focus on more geometry, texture
mapping
- Some tweaks for realism (shadow mapping,
accum. buffer)
- 20 years ago
- Interactive 3D geometry with simple texture
mapping, fake shadows (OpenGL, DirectX)
- 20 -> 10 years ago
- A giant leap since the emergence of
programmable shaders (2000)
- Complex environment lighting, real
materials (velvet, satin, paints), soft
shadows
- 游戏渲染中还存在的一些问题
- dark:整个场景不够明亮
- oily:油,高光部分不真实
- Today
- "Stunning graphics"
- Extended to Virtual Reality (VR) and even movies
- 可以看一些游戏引擎的宣传片
重要技术
- Programmable graphics hardware (shaders) (20 years ago)
- Precomputation-based methods (15 years ago)
- Interactive Ray Tracing (8-10 years ago: CUDA + OptiX)
- 交互级的光线追踪
- Hardware development allows ray tracing on GPUs at low sampling
rates
- (~1 samples per pixel (SPP))
- Followed by post processing to denoise